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How to choose a region for your game server

Latency is mostly physics. This is how to pick a hosting region when your community is spread out, and why "central" is usually the wrong answer.

LatencyNetworkingRegions
Published
August 11, 2026
Reading time
6 min read

Region choice is the highest-impact decision you make when you deploy a game server, and it is also the one people spend the least time on. No hardware upgrade compensates for a long network path, because the limiting factor is not your server — it is the speed of light in glass.

The physics floor

Light travels through fibre at roughly two thirds of its speed in a vacuum. That gives you an unavoidable floor of about 1 ms of round-trip latency per 100 km of cable, before any router, switch or peering hop adds its own delay. Real-world paths are not straight lines, so the practical number is worse.

The consequence is simple: a player 6,000 km from your server cannot have a good connection to it, no matter what CPU it has. This is not something a host can fix for you.

Host near your majority, not your midpoint

The instinct with a split community is to find somewhere in the middle. This is almost always wrong. Putting a server between two player groups gives everybody a mediocre connection instead of giving most people a good one.

  • Count where your players actually are, not where you assume they are.
  • Host closest to the largest group.
  • Accept that the smaller group will have higher latency, and tell them why.
  • If both groups are large and far apart, run two servers rather than one compromised one.

How much latency actually matters by genre

Tolerance varies enormously by game, and it is worth being realistic about which category you are in.

  • Competitive shooters — the most sensitive. Every 20 ms is felt in peeker's advantage and hit registration. Region choice is not negotiable.
  • Survival PvP such as Rust or ARK — noticeable in combat but playable at moderate latency. Still worth optimising.
  • Sandbox and co-op such as Minecraft, Valheim or Palworld — surprisingly tolerant. 100 ms is perfectly playable for building and exploring.
  • Roleplay servers — latency matters less than server-side script performance, which is a CPU problem rather than a network one.

Measure, do not assume

Ask a few players in each part of your community to run a trace to a candidate region before you commit. What you are looking for is not just the average number but the consistency: a stable 90 ms is a much better experience than a 60 ms average that spikes to 250 ms.

Jitter is more noticeable than latency. Players adapt to a consistent delay quickly; they never adapt to an unpredictable one.

Things that are not region problems

Before you move a server, make sure you are actually solving a network problem. Server-side lag from a plugin, low tick rate from entity overload, or a player's own Wi-Fi will all look like "the server feels bad" and none of them improve by changing region.

The distinction is easy to test: if the server's own tick rate is healthy and only distant players complain, it is a network path issue. If everyone complains equally, it is the server.

Ready when you are

Put it into practice.

Everything in these guides applies to servers you can deploy today, on hardware we publish the specs for.

Hardware we trust. Software you know.

PREPARING YOUR EXPERIENCE